Age | Commit message (Collapse) | Author |
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sprites. (Based on patch by Eddi)
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consistent across vehicle types and add IsChainInDepot instead, if that is what shall be checked.
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different to Train::IsInDepot.
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articulated parts.
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others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
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coding style
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out some indirect calls
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auto-refitting.
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functions if they return the Z in pixels (like TilePixelHeight)
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draw different sprites on the map and in various GUIs.
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the magic from its numbers
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overtaking
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RoadVehicle::UpdateSpeed (to match the naming used by Trains), and make use of the algorithm implemented in GroundVehicle
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gcache.last_speed/SetLastSpeed as well
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GetSlopeZ() when not needed
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GroundVehicleBase to reduce typing
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trains.
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train names.
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road vehicles and trains.
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leave a non-drive through road stop at once
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realistic in order to make acceleration "slower", which highlights the differences between vehicle types more.
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0x13 (Power), 0x14 (Weight) and 0x18 (Tractive effort).
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some headers
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to calculate air drag.
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road vehicles.
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consisted of unrelated values use static const (u)int
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0% to 10%, default is 7%.
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own function.
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-Add: Required acceleration functions at RoadVehicle.
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if a header require a header make it include that header
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vehicles; they are identical
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first part was accounted for, so for extremely short fronts and lots after it the spreading did not work as it should.
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-Feature: make penalty for road stop occupancy user configurable
-Fix [FS#1944]: road vehicles would not pick an empty drive through stop. Now they will *if* the penalty for driving around is less than the occupancy penalty
-Fix [FS#1495]: long (articulated) road vehicles could block loading of others when the following road vehicle already got 'permission' to go to the next bay even when it could not reach it
-Change: improve the throughput of the drive through road stops by letting them stop closer together
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into a seperate function
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'running cost factor'.
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it static.
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a Engine * is already present.
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set before first callback/sprite-resolving. For RV fronts it was missing at all, causing livery selection to fail.
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